Quick Update: I am changing my Community Monday/Tuesday Format. Instead of posting the original post and running through it below, I will instead bold my input on certain paragraphs/sentences. I will also try to post thoughtful comments in Italics on the post if I feel someone brought up a good point.
Orignal post by: Bronygamer
Hello. I am God, and I will write an idea that will end all tyranny of stronger beings attacking weaker beings all the time. I myself was a victim of such act, therefore I could not stand it, at all. Let’s admit it, being laughed at, insulted and disrespected for being weaker, but then killed because the person killed you felt like it, is an indescribable feeling that all of us have to cope with. Some of us are more affected more than others, resulting in minor mental issues (Mostly in pre-teen age group), some even cry because of that. Well fear not! I am gonna try and help you out by writing this decent-sized post.
The opening is trying to grab you by being relateable. I have seen it on man servers too, sometimes just in chat or having it happen to some of my friends. The problem being that on servers, the only way to grind sagas is to follow the warps usually, and you can have bored high level players there also trying to grin, and they will kill anyone in a hundred block radius because they can. I particularly don’t enjoy this because it leaves a bad taste in ones mouth when it comes to DBC, and can make new players feel like this is just a community full of warp camping jerks who have nothing better to do with their time than stop others from progressing.
However, Harpor(Hp) had to argue against this point specifically, saying this in the comments: I see this as a bad idea, simply because when someone kills me it just makes me want to become stronger so I may defeat them, me and some players i know use it as motivation, also the dbz world isint fair and dbc shouldnt be either, the mod is based on survival, so youre supposed to strive through the agony of being killed and develop tactics and separate grinding spots so you can progress on the server, in my opinion its what makes the mod fun.
To some, having a real, tangible player become your villain and motivation is a prime reason to get stronger, and actually adds play-ability to the mod. Anyway, we have spent too long on the first paragraph, let’s move on.
Time to begin!
The PvP/PVE system:
This system is rather simple, but EXTREMELY helpful. The way it works is that there will be a key that says ‘PvP status’ and it will have a menu that I drew specifically for this post:
The picture mostly tells the post by itself. Please add this, Jin. Don’t make weaklings suffer.
The PvE/PvP time cooldown (after you change to each, the cooldown could be configured from .1 to 100 minutes).
When a player hits and gets hit a certain mob in PvE mode, he will be one on one meaning that no other player could hurt the npc until after it’s dead or the player hit it is dead (configured in Config by server whether to have this option or not)
Ok, now we skipped through a bit. This picture has a lot to cover, so we are going to move through it block by block.
The Upper Left Block: This basically is a ‘tutorial’ on how to duel a player. By pressing a certain key, players may send invites to the player they are looking at. The fact someone invited you will be displayed above the players health bar (or where their health bar would be without ki sense). This means you can see if someone challenges you. Below this you can see a scroll through list of challenges.
Now Jin and I have talked about a Duel system in the past and I have a general idea of how he wants it to be. I can tell you right now the scroll bar won’t be there, because Jin can’t make the GUI take anything but click inputs at this point, at least not right now. A button press to duel someone may not be how it is done either. It may be done all through a GUI, with a chat message displaying that someone challenged you.
The White Blocks: These are the terms of the Duel. Both declare when the duel ends statwise. One also displays an option to weaken the stronger fighter to be equal with his opponent. The last White block simply explains that if the players do not set their options for Ki, Health and whether or not the stronger player is weakened, to the same thing as their opponent, the duel will not begin.
Now setting what health the duel ends at doesn’t seem likely, Jin will probable just have it end at a configurable percentage. Ending it on ki won’t be a thing either, unless Jin feels like it should be, but personally, I don’t see the point. A duel/spar should help you learn how to manage ki better in actual fights. As I said, Jin will probably have it set so that the most you will have to do is press a button and the duel will begin, everything else, like health max will be configurable for simplicity purposes.
Green Block: This is the only block that confuses me. It seems to talk about how the duel cannot end until certain conditions, but it just confuzzles my brain for some reason.
PvE vs PvP: This block is the most interesting. Jin has talked about coding a way that by default, unless players are grouped, you cannot kill anothers saga mobs. It is also planned, or possibly even added already, that random killing players will make you evil. A duel system has been talked about many times, and I have tried to surmise it the best I can, but it’s hard to say exactly how its going to be before Jin tries to code it. Of course I would love a PVP or PVE mode, but I am just not sure it is possible at the moment.
That’s it for this Community Tuesday, tell me what you think about Bronies post in the comments below!